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Axis & Allies Anniversary Edition» Forums » Variants

Subject: National Advantages option for AA50 rss

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John M
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The following have worked well with our AA50th games when using NO's (and tech.), with them you don't really need a bid - though I imagine it's arguable. They have a tendency to prolong games (in a good way). Some of these you'll recognize - but they've been altered slightly, and some were simply renamed (for nostalgia reasons).


Japan:
“Kamikaze Attack” Japanese air units may make a combat move without having an eligible landing space. This attack must be declared during the combat move phase that an air unit is making a kamikaze attack. Each such air unit attacks during the opening fire step of combat, and only an eligible enemy sea unit can be chosen as a casualty. Sea units successfully hit by a kamikaze are immediately destroyed with no casualty fire, except battleships, which suffer 1 hit. A kamikaze air unit automatically becomes an opening fire casualty in addition to any other casualties inflicted in the first cycle of combat.

“Banzai Attack” When the Japanese player begins an attack with only infantry, all those infantry attack on a 2 during the battle. This also applies amphibious assaults in which attacking land units consist of only infantry (bombardment is allowed with this advantage). Infantry conducting a Banzai Attack cannot retreat.

“Kaiten Torpedoes” When Japan has a defending submarine in a sea zone that borders a Japanese territory; Japan may designate it as a Kaiten Torpedo. It defends on a 3 (4 if Japan has Super Submarines). The submarine automatically becomes an opening fire casualty in addition to any other casualties inflicted in this cycle.

Italy:
“Co-Axis Strike” Once during the game at the start of Italy’s turn, the Italian player may declare a joint strike. Italy completes their turn as normal, except they skip the combat move and conduct combat phases (Italian units may move in the noncombat move phase). During Germany’s turn, the German player can move any of Italy’s units during the combat move phase and conduct combat with them, as if they belonged to Germany. Both Axis players must agree on attacking casualties.

“Gustav Line” All German and Italian infantry in Italy have a defence value of 3.

“Mountain Fortresses” All Italian and German units in the Balkans territory are immune to offshore bombardment.

Germany:
“Panzerblitz” If any attacking German forces destroy all defending units in a territory in one cycle of combat, surviving tanks of the attacking force may move 1 territory during the noncombat move phase.

“Wolf Packs” If at least three German submarines make a combat move into a single sea zone, they attack on a 3 (4 if Germany has the Super Submarines development). The Super Submarines may come from different sea zones, but they must attack in the same sea zone.

“Atlantic Wall” Germany’s artillery in Germany, France, and Northwestern Europe defend on a 3 vs. amphibious assaults.



United States:
“Marines” U.S. infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault.

“Chinese Munitions” If Burma is under Allied control, the U.S may purchase 1 Field Guns unit per turn for the Chinese, which is treated as a Chinese unit. This unit is equal to an artillery unit except that it does not confer an artillery bonus to infantry.

China:
“Conscription” China is first in the Order of Play, thereafter going in the U.S. turn.

Soviet Union:
“Trans-Siberian Railway” USSR infantry, antiaircraft guns, and artillery may move 2 territories per turn only among Russia, Novosibirsk, Evenki National Okrug, Yakut S.S.R., and Stanovoj Chrebet S.S.R.

“Russian Winter” Once during the game, during Soviet Union’s collect income turn, the Soviet Union may declare a severe winter. Until the start of the next Soviet turn cycle, Soviet infantry defend on a 3 in original Soviet territories.

“Mobile Industry” Soviet Union’s industrial complexes may move 1 territory during the Soviet noncombat move phase. They cannot move during the combat phase, and must move to a territory with a Soviet marker. If they are captured, the opponent cannot move them. Damage accompanies the I.C.

United Kingdom:
“Colonial Garrison” The U.K. begins the game with one additional industrial complex in one of it’s territories with a value of at least 1. Normal I.C. rules apply.

“Enigma Decoded” Once per game, when Germany finishes its combat move phase, before its conduct combat phase, the United Kingdom may make one special move. The U.K.’s forces may move any number of units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, the United Kingdom may move any number of units from a space being attacked by Germany into an adjacent friendly space. This special move otherwise follows the rules for a noncombat move. If any units survive, they remain in the space to which they were moved. The friendly space to be moved into or from can be transports.

“Commander-In-Chief” Once during the game, during the United Kingdom’s turn, the UK player may declare a joint strike. The turn is completed as normal; except that the combat move and conduct combat phases are skipped (though any units may move in noncombat). During the U.S.’s turn, the U.S. player can move any U.K. units during the U.S. combat move phase and conduct combat with them, as if they belong to the U.S. Both the U.K. and the U.S. must agree on attacking casualties.
 
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Jan Ozimek
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In the advanced, revised rules, many of the powers had an advantage that allowed the placement of one infantry per turn in certian territories. I really liked that ability, as it nicely represented decentral production. Especially for the UK like ANZAC and local Indian units.

Is there any particular reason you didn't include them?
 
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John M
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ozimek wrote:
In the advanced, revised rules, many of the powers had an advantage that allowed the placement of one infantry per turn in certian territories. I really liked that ability, as it nicely represented decentral production. Especially for the UK like ANZAC and local Indian units.

Is there any particular reason you didn't include them?


I like that whole idea as well... truth be told, I didn't recall it until lately (while looking over the rules you mentioned). One could try to fit them in... problem is (with my group), the above NA's have already withstood a fair amount of 'test of time,' and I'm scared to mess with the balance. Using all of the above NA's... seemed to take out the need for any bids (though some of my players still insist that there isn't the need for any), and it has developed a good balance. And this is after trying other advantages of course - some of which we don't include because they 'tipped the scales' so to speak. Though admittedly, some of the above are weaker than others, but overall it balances out, and it's cool because every player gets 3. So yeah... that's the reasoning. Colonial Garrison kinda fills the niche, and the Soviet railway helps in distribution as well... but yeah, I know what you're saying. If you try to work such placements in and find a good balance - let me know! would love to include them with the above/and in my games. And btw - thanks for the comment.
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